This graduate seminar
explores digital games (“video games” or “computer games”) as a characteristic
form of 21st-century American digital media and technology cultures.
The course doubles as a survey of major topics in technology culture and as an
introduction to the field of Digital Game Studies. Video games present a major
culture industry, one whose revenue and profits starkly outrank other
industries like film, literature, and music (approx. 280-347 billion $ revenue
worldwide in 2022). Given this economic footprint, we may ask whether and how
games matter culturally. Are games a characteristic form for our cultural
moment? Do they produce culture? That is, do they allow us to engage with our
own attitudes, thinking, and histories? Do they enable us to confront our
actual (vs. our stated) values? And if so, how do they generate meanings? The
class tries to answer these questions within the methodological framework of
American Studies. We proceed in three steps: (1) We begin by exploring
the categories relevant for formally analyzing video games, for example
algorithmically enforced rules, embodiment in virtual worlds, designed
agencies, and procedurality. Video games differ from other texts (literature,
film, TV) in that they embody us in simulations of reality and make us act in
specific ways within their virtual worlds. Hence, we must critically analyze
the designs of these agencies and worlds to determine what they mean. (2) We
then create a contextual frame of reference for our interpretations by surveying
the political and technical underpinnings of contemporary American technology
culture, for instance the logics of algorithms, software formalism,
solutionism, neoliberal surveillance and platform capitalism. This survey
allows us to think critically about the contexts video games exist in and to
parse out how (by what formal means) they make us co-generate meanings and
participate in ideologies. We will read texts from diverse academic disciplines
and fields, such as Game Studies, Media Studies, Philosophy, Computer Science,
and Sociology. (3) We will discuss select games and craft our own sample
interpretations. Note: you do not have to be an avid “gamer” or
especially technology savvy to participate.
Methodology
/ Final Papers: We will employ a critical-analytical and historicist
methodology. We will treat games as a kind of text that exists in specific
contexts. The goal of our work (class discussion and final papers) will be to
establish critical readings that make a case for what games mean and how we
should think about them. Meanings are not obvious or self-explanatory, we must
argue for them by presenting evidence, conducting analysis and research, and,
finally, by offering an interpretation. Our discussions and your final papers
will draw on both the methods and theories we cover in class and on the
approaches and critical theories you already know from other classes.
Considerations like the materiality of games, the production processes behind
them, and the (online) communities and affects that form around them may inform
those interpretations, but ultimately, your readings must take a stand on a
complex problem (e.g., the colonial politics of Civilization, the gender
performances in Horizon Zero Dawn, the rendering of immigration and
totalitarianism in Papers, Please) and present compelling evidence for your
position.
Topics: American Studies, technology, video
games, culture, software, play, rules, procedures